Ideas for buffing haflings? Round 4: Proposal

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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What would you recommend a league wanting to buff halflings?

0-2 Halfling blitzers (Sous Chef) with stab
10
18%
0-2 Halfling throwers
4
7%
0-2 dryad throwers (say, 7337 thick skull, pass)
5
9%
Master Chef adds +1 to KO recovery rolls
8
14%
Buy/induce Gourmets - add +1 to master chef rolls
2
4%
AV7 for halflings
23
40%
TTM: +1 to landing rolls when not carrying the ball
5
9%
 
Total votes: 57

plasmoid
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Post by plasmoid »

Round 2 - 23rd to 30th
Right, before turning this into a straight poll, I'd like to reduce this to the best 3-5 options, so please give your personal feedback.

Bold the ones you like, turn them green, mark them with an x - or whatever.
Comments are very welcome. Here are mine:

Extra Positionals
I prefer a thrower type that doesn't have the stunty penalty to pass, and one that gives the team access to valuable general skills. I prefer the sous-chef blitzer for overall coolness - he can have G access too.
Catchers make sense, but doesn't bring much to the team - IMO.
Blockers sound somewhat interesting.

0-2 halfling throwers
0-2 dryad throwers (ca. 6338 stats)
0-2 halfling blitzers (with access to G skills)
0-2 hafling sous-chef "blitzers" (with stab, and G?)
0-2 halfling catchers
0-2 "Treeling" blockers

Durability
I like ideas that give more durability. 11 halflings still suck, but playing with 5 halflings is just silly. In a nutshell, I don't think halflings have that much of a problem retaining a fat bench - i.e. starting most drives with 11 players. They just vanish too fast.
So I'd prefer a solution that keeps halflings in pitch, rather than a solution that returns them to reserves.

AV8 halflings (+10K?)
Thick Skull on halflings (for free?)

Master Chef adds +1 to KO recovery
Regenerate on all halflings
Discount to wandering apoths
20K halflings (makes a full bench very affordable)


Buffing TTM
Buffing TTM is very touchy, as it would also buff ogres, gobbos... and orcs! I prefer a tweak that won't help with OTS. Yes, the team is weak, but OTS cheese doesn't appeal to me.
Sure Feet = +1 to landing
An accurate TTM gives +1 to landing.

Not carrying the ball gives +1 to landing.

Master Chef
The chef is way too hit or miss for balance - something that makes it more reliable makes a lot of sense. The ability to get 2 chefs is cute, just not sure I'd ever blow that much TV on reroll denial.
0-2 50K permanent/inducement = +1 to chef roll
Master Chef permanent buy. May also induce one at full cost.
Wins the coin toss
Master Chef only 2d6, but works on each 2+


Rules Tweaking
I don't like special rules. I like all teams having 6 stars.
Halflings give +1 to treeman stand-up rolls
More stars
Halflings get special non-block G-access


You?

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Post by katadder »

Positionals
on these I think dryad throwers could work although would be more based towards 5338 (as per willow rosebark), probably with strong arm and thick skull. i like the idea of sous-chef blitzers but still wouldnt give them G access as stabbing you dont need block skill, more sidestep and back stab :D if you have throwers you need catchers and these could be halfings tossed down the field by treemen.

0-2 halfling throwers
0-2 dryad throwers (ca. 6338 stats)
0-2 halfling blitzers (with access to G skills)
0-2 hafling sous-chef "blitzers" (with stab, and G?)
0-2 halfling catchers
0-2 "Treeling" blockers

Durability
i dont think halflings should be AV8, 7 tops (same as other stunties, dont get why they are 6), however if they were to be 20k then should stay as current stats. i can really see the hot pot giving plusses to halflings waking up as the smell breezes through the KO part of the dugout, this would also make the hotpot more useful. perhaps automatically recover from KO as any self respecting halfling would in the presence of food which would basically mean they are only out for the drive.

AV8 halflings (+10K?)
Thick Skull on halflings (for free?)

Master Chef adds +1 to KO recovery
Regenerate on all halflings
Discount to wandering apoths

20K halflings (makes a full bench very affordable)

TTM
on this the only thing I like is flings getting +1 to landing without the ball, combine this with fling catchers and you can get them in good receiver positions.

Sure Feet = +1 to landing
An accurate TTM gives +1 to landing.

Not carrying the ball gives +1 to landing

Master Chef
add in the KO advantage, the already reduced price and this doesnt need anything more IMO so I am against any more changes to this (plus have been on receiving end enough of current one)

0-2 50K permanent/inducement = +1 to chef roll
Master Chef permanent buy. May also induce one at full cost.Wins the coin toss
Master Chef only 2d6, but works on each 2+

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Post by mattgslater »

You could also give Halflings Humans. After all, they live in the Empire, right? You could just give them 0-2 Linemen (line-sacrifice and quarterback), or you could give them more but either increase the price or... ooh... give them Animosity ("first I'm stuck on a Halfling team, and now the coach wants me to give the ball to him?!?").

If you're looking for a huge buff on Halflings, give them 0-1 Ogres.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by plasmoid »

Hi Matt,
I did Moot Halflings (imperial allies) in my old league.
But BB halflings aren't that.
They're Tolkien'esque - hence the treemen.
So I thought dryads would fit better than humies.
But it's a 3-3 piece, so it's no big diff.

Cheers
Martin

PS, basically, for me, that means +1 treeman - perhaps. +1 ogre - too Moot.

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Post by Jural »

I like these ideas:

Extra Positionals
0-2 halfling throwers
0-2 halfling sous-chef "blitzers" (with stab, and G?)


Durability

AV7 halflings (+10K?)


Regenerate on all halflings


Buffing TTM

(Not for me, thanks- Too good for Orcs.)

Master Chef

I would tweak it like this- opponent rolls d3, that's how many re-rolls he gets per half- but he can't go above his starting value. Extra ingredients add an additional -1 (at 150k). Maybe d6-1 as the base?

Rules Tweaking
I think it would be great if halflings could add players to the pitch mid drive. But only once they are reduced to less than 11.
[/quote]

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Post by SillySod »

Halfling throwers

Halfling coaches get given a free cake every game

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Post by Jural »

SillySod wrote: Halfling coaches get given a free cake every game
How is it presented? As a gift, or shoved in the face?

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Post by Ikterus »

Halklings is, and should be, a novelty team.

Therefore fluff is very important because it's their only(?) appeal.

I like Sous Chef (Stab, no G access). It fits. Dryads and "Treelings" don't.

Master chef also fits, make him better.

In the rulebook the halflings only plus is their infinite numbers (how many got killed in that famous game?).

Make the team able to replace a killed or SI:d player right away during a game.

So free rookies as (permanent) replacements during game. Halfling should be killed easily but it shouldn't mtter much as there are more where that came from.

Reason: ''
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Post by mattgslater »

Allow Stunty players to try to slip onto the field from your dugout unnoticed. At the start of each of your opponent's turns, you may place a Stunty player from your Reserves bin in any open square in your End Zone. Then roll 2d to see if the player gets on. Subtract -1 for each player on your side without the Stunty skill currently on the field (so Orcs can't use this, Lizards would have to go out of their way to build for it, and Ogres would only have it if things went really badly all-of-a-sudden). If you roll doubles, the Ref spots the player running onto the field and ejects him. If your roll is less than the number of your players currently on the field, your man is held back or decides not to risk the attempt. Otherwise, the player may take a Move action from the nominated square in your End Zone, but loses three squares as if he had to stand up.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by voyagers_uk »

Now that is an interesting wrinkle

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Post by mattgslater »

mattgslater wrote:... but loses three squares as if he had to stand up.
The more I think, the more I think you don't need that bit. Just make the end zone Square 1, so that the move action is instead taken from off the field.

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by prisma »

My vote:

- gen-skills (except block)

- improved ttm

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Post by Pug »

mattgslater wrote:Allow Stunty players to try to slip onto the field from your dugout unnoticed. At the start of each of your opponent's turns, you may place a Stunty player from your Reserves bin in any open square in your End Zone. Then roll 2d to see if the player gets on. Subtract -1 for each player on your side without the Stunty skill currently on the field (so Orcs can't use this, Lizards would have to go out of their way to build for it, and Ogres would only have it if things went really badly all-of-a-sudden). If you roll doubles, the Ref spots the player running onto the field and ejects him. If your roll is less than the number of your players currently on the field, your man is held back or decides not to risk the attempt. Otherwise, the player may take a Move action from the nominated square in your End Zone, but loses three squares as if he had to stand up.
This appeals to me...spirit of the game! "Without-Number" for halflings!!

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Post by plasmoid »

Hi guys,
thanks for your feedback. I had hoped more people would chime in for round 2.
Anyways, cute as the "stepping on from the EZ" idea is, it blatantly goes against what I'm looking for, be changing a very basic rule of the game. No can do.

Cheers
Martin

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Post by PubBowler »

I only like AV8 halfings from that list.

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